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#1
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Re: Time to Knock Down 10pt in Auto
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Last edited by Yan Wang : 01-03-2004 at 17:49. |
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#2
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Re: Time to Knock Down 10pt in Auto
Hmm, If i had to guess, the fastest time we will see will be around 3 seconds. Maybe we will see high 2 seconds, MAYBE. But I seriously doubt it.
I figure that it is about 30 feet from the wall to the ball, if a fast robot travels at about 10 feet/second, we're looking at about 3 secs. We max out at about 8-9 ft/sec so it would take us about 3.5 secs to knock the ball off. Everything depends on the form of sensing, line trackers will take the longest at about 10-15 secs, IR tracking will be about 8-12 seconds, inertial guidance will take about 4-6 secs (depending on the skill of the programmers) that will be followed by dead reckoning and encoder based systems which I will predict will be the fastest. This is all of course dependant on the skillz of the programmers and the hardware design. I would guess, that depending on practice and skill, encoder and inertial systems will be tied for the fastest systems. Combinations of those systems will also be in contention for the fastest. If that is our autanamous stratagy... Good Luck!!! -Andy |
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#3
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Re: Time to Knock Down 10pt in Auto
The ball is <24 feet. There are several robots that can go 15ft/sec +. So I expect to see several 2 seconds and possibly even a sub 2.
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#4
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Re: Time to Knock Down 10pt in Auto
2 seconds would really be impressive
not only being able to move that fast from a dead stop but being able to track the ball position while moving that fast, stay on course and detect precisely when to trigger whatever it is that knocks the ball off. Sounds like a good basis for an unoffical team sponsored award - fastest time to release ball - the silver bullet award :^) |
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#5
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Re: Time to Knock Down 10pt in Auto
So how fast does your team do it, Ken?
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#6
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Re: Time to Knock Down 10pt in Auto
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we will be there around 5 seconds - we are using the stock sprocket trannys this year - not real fast, but they do what we want. |
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#7
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Re: Time to Knock Down 10pt in Auto
As my good alumnist cliff put it, "we get there in 3.7 seconds only because we have to slow down to turn." From what you are all saying, it is pretty quick I guess.
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#8
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Re: Time to Knock Down 10pt in Auto
About 3 seconds for us. Our carpet was slightely rougher than the FIRST carpet though and we will have to adjust the program a little.
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#9
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Re: Time to Knock Down 10pt in Auto
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#10
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Re: Time to Knock Down 10pt in Auto
I'm not sure how fast ours can nock it off, but it's not slow. We're using the IR sensors, and we get it under 10 I believe. And that's only because we need to line up the arm with the ball. At the Upstate scrimmage we went to, 343 (Metal-In-Motion), had a great auton mode that worked really really quickly. I'm not sure what they used though.
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#11
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Re: Time to Knock Down 10pt in Auto
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#12
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Re: Time to Knock Down 10pt in Auto
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Out of play I think. We could hit it in if we wanted but, nah. |
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#13
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Re: Time to Knock Down 10pt in Auto
Around 3.2-3.5 sec at our home practice field. Never really tried in comp. We dont want to endanger the arm so we use a piece of fiberglass. It wacks the balls out of play, but who cares about those things anyway? The 10 pts in not worth the effort.
Last edited by The Lucas : 09-03-2004 at 02:48. |
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#14
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Re: Time to Knock Down 10pt in Auto
All I can say for sure is that it can be done in 2 sec or less. If you are at a reigonal with the KillerBees (team 33) you'll see it. If you want to know how, look for the recent thread on transmissions. A 4 speed autoshifter, combined with a straight line auto mode, and the balls are on the field before the starting music is finished.
As to why, there are many strategies that depend on ball control, and if you can get there first you get the control. |
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#15
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Re: Time to Knock Down 10pt in Auto
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